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-rwxr-xr-xindra/llrender/llglslshader.cpp95
1 files changed, 31 insertions, 64 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index ac16e30796..dfb73de6f3 100755
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -355,8 +355,8 @@ void LLGLSLShader::unload()
stop_glerror();
}
-BOOL LLGLSLShader::createShader(vector<string> * attributes,
- vector<string> * uniforms,
+BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
+ std::vector<LLStaticHashedString> * uniforms,
U32 varying_count,
const char** varyings)
{
@@ -438,7 +438,8 @@ BOOL LLGLSLShader::createShader(vector<string> * attributes,
for (S32 i = 0; i < channel_count; i++)
{
- uniform1i(llformat("tex%d", i), i);
+ LLStaticHashedString uniName(llformat("tex%d", i));
+ uniform1i(uniName, i);
}
S32 cur_tex = channel_count; //adjust any texture channels that might have been overwritten
@@ -495,7 +496,7 @@ void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
}
}
-BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
+BOOL LLGLSLShader::mapAttributes(const std::vector<LLStaticHashedString> * attributes)
{
//before linking, make sure reserved attributes always have consistent locations
for (U32 i = 0; i < LLShaderMgr::instance()->mReservedAttribs.size(); i++)
@@ -532,7 +533,7 @@ BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
{
for (U32 i = 0; i < numAttributes; i++)
{
- const char* name = (*attributes)[i].c_str();
+ const char* name = (*attributes)[i].String().c_str();
S32 index = glGetAttribLocationARB(mProgramObject, name);
if (index != -1)
{
@@ -548,7 +549,7 @@ BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
return FALSE;
}
-void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
+void LLGLSLShader::mapUniform(GLint index, const vector<LLStaticHashedString> * uniforms)
{
if (index == -1)
{
@@ -618,8 +619,10 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
is_array[0] = 0;
}
- mUniformMap[name] = location;
+ LLStaticHashedString hashedName(name);
mUniformNameMap[location] = name;
+ mUniformMap[hashedName] = location;
+
LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
//find the index of this uniform
@@ -640,7 +643,7 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
for (U32 i = 0; i < uniforms->size(); i++)
{
if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1)
- && ((*uniforms)[i] == name))
+ && ((*uniforms)[i].String() == name))
{
//found it
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
@@ -674,7 +677,7 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
return -1;
}
-BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms)
+BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
{
BOOL res = TRUE;
@@ -1136,18 +1139,18 @@ void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, c
}
}
-GLint LLGLSLShader::getUniformLocation(const string& uniform)
+GLint LLGLSLShader::getUniformLocation(const LLStaticHashedString& uniform)
{
GLint ret = -1;
if (mProgramObject > 0)
{
- std::map<string, GLint>::iterator iter = mUniformMap.find(uniform);
+ LLStaticStringTable<GLint>::iterator iter = mUniformMap.find(uniform);
if (iter != mUniformMap.end())
{
if (gDebugGL)
{
stop_glerror();
- if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.c_str()))
+ if (iter->second != glGetUniformLocationARB(mProgramObject, uniform.String().c_str()))
{
llerrs << "Uniform does not match." << llendl;
}
@@ -1184,10 +1187,10 @@ GLint LLGLSLShader::getAttribLocation(U32 attrib)
}
}
-void LLGLSLShader::uniform1i(const string& uniform, GLint v)
+void LLGLSLShader::uniform1i(const LLStaticHashedString& uniform, GLint v)
{
GLint location = getUniformLocation(uniform);
-
+
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
@@ -1200,7 +1203,7 @@ void LLGLSLShader::uniform1i(const string& uniform, GLint v)
}
}
-void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j)
+void LLGLSLShader::uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j)
{
GLint location = getUniformLocation(uniform);
@@ -1217,10 +1220,10 @@ void LLGLSLShader::uniform2i(const string& uniform, GLint i, GLint j)
}
-void LLGLSLShader::uniform1f(const string& uniform, GLfloat v)
+void LLGLSLShader::uniform1f(const LLStaticHashedString& uniform, GLfloat v)
{
GLint location = getUniformLocation(uniform);
-
+
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
@@ -1233,10 +1236,10 @@ void LLGLSLShader::uniform1f(const string& uniform, GLfloat v)
}
}
-void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y)
+void LLGLSLShader::uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y)
{
GLint location = getUniformLocation(uniform);
-
+
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
@@ -1250,10 +1253,10 @@ void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y)
}
-void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z)
+void LLGLSLShader::uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z)
{
GLint location = getUniformLocation(uniform);
-
+
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
@@ -1266,23 +1269,7 @@ void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloa
}
}
-void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
- LLVector4 vec(x,y,z,w);
- if (iter == mValue.end() || shouldChange(iter->second,vec))
- {
- glUniform4fARB(location, x,y,z,w);
- mValue[location] = vec;
- }
- }
-}
-
-void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v)
+void LLGLSLShader::uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
@@ -1298,10 +1285,10 @@ void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v
}
}
-void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v)
+void LLGLSLShader::uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
-
+
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
@@ -1314,10 +1301,10 @@ void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v
}
}
-void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v)
+void LLGLSLShader::uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
-
+
if (location >= 0)
{
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
@@ -1330,7 +1317,7 @@ void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v
}
}
-void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v)
+void LLGLSLShader::uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);
@@ -1348,27 +1335,7 @@ void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v
}
}
-void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
-{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- glUniformMatrix2fvARB(location, count, transpose, v);
- }
-}
-
-void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
-{
- GLint location = getUniformLocation(uniform);
-
- if (location >= 0)
- {
- glUniformMatrix3fvARB(location, count, transpose, v);
- }
-}
-
-void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
+void LLGLSLShader::uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat* v)
{
GLint location = getUniformLocation(uniform);